Run Green County...
Files & Recommandations
Below you will find all the information you need to host Green County on your own server.
Mods & Mission Files
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Green County : This mod is the map in his original flavor (spring/summer). |
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"Green County - Early Winter or late Fall" : This mod allow to play on a early winter or late fall Green County environment while you use "Early Winter or late Fall" mods by cynep. |
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"Green County - Winter" : This mod allow to play on a full winter Green County environment while you use "Winter" mods by Lad, LIVINGxDEAD, asorrycanadian, Crazy Mike, and lynge. |
About Seasonal Mods
You must put the main ‘Green County’ mod BEFORE the Green County season mods in your -mod parameters.
Example
-mod="@CF;@Community-Online-Tools;@Early Winter or late Fall in Chernarus;@Early Winter or late Fall Livonia;@Green County;@Green County - Early Winter or late Fall;
Mission Files
All mission files are available on my Github.
About Arsenal Locker
So that server owners can verify if necessary, the Locker code is posted in the logs (scripts.log) each time the system restarts.
Output Example
SCRIPT : ========== GREEN COUNTY LOG ==========
SCRIPT : Beacon activated by a player. the following code
SCRIPT : is logged for debbuging/admin checks purposes.
SCRIPT :
SCRIPT : Arsenal Locker Code : ABCDEF
SCRIPT : ==================================
About Chinook CH-47 DE
Do not assign the “chinhook” usage to items other than GC_MilitaryCrate, or you will break the mechanics!
This dynamic event (DE) is similar to the usual UH1Y helicopter crashes, except that it has only one spawn point in mapgroupproto.xml. If you add other items to the “chinhook” slot or increase/create additional spawn points on the Chinhook, you risk reducing the probability of encountering the GC_MilitaryCrate and thus breaking the Kriss Vector mechanic. Only modify this behavior if you are certain of what you are doing.
About GC_MilitaryCrate
This crate is designed to contain one of the six variants of the Vector, with adjustable probabilities in the map's server-side configuration. There are no plans to make its contents customizable.
You can, however, override the code and create a variant to include in your own mod, but you do so at your own risk.
GreenCounty "Config.json"
File : Config.json
{
"FileVersion": 20260629,
"WaterCollector": {
"CholeraProbabilityPercentage": 0.10000000149011612,
"CholeraAgentCount": 1
},
"ArsenalLocker": {
"M82A1ProbabilityPercentage": 1.0,
"M82A1MagazineProbabilityPercentage": 0.75,
"M82A1OpticProbabilityPercentage": 0.75
},
"M1ASpawn": {
"M1AProbabilityPercentage": 1.0,
"M1AMagazineProbabilityPercentage": 0.75,
"M1AOpticProbabilityPercentage": 0.75
},
"MilitaryCrate": {
"VectorProbabilityPercentage": 1.0,
"VectorMagazineProbabilityPercentage": 0.75,
"VectorOpticProbabilityPercentage": 0.5,
"VectorFlashlightProbabilityPercentage": 0.25,
"VectorSuppressorProbabilityPercentage": 0.15000000596046449
},
"KolumbusVM": {
"IPAProbabilityPercentage": 0.50,
"IPAMaxQuantity": 5
}
}
Details
FileVersion
Internal number, don't edit this to avoid broke auto-update.
WaterCollector
CholeraProbabilityPercentage (0.0 to 1.0)
Probability in percent to have Cholera when a player drink in a Water Collector. In this case 0.1 is 10%.
Set -1.0 to deactive this feature
CholeraAgentCount (0 to 1000)
Amount of bacteria given when the player drink on a Water Collector.
Arsenal Locker
The content is not editable by the .json. In other hand you can override .c scripts at your own risks
M82A1ProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a M82 Barrett in the Arsenal Locker. In this case 1.0 is 100%.
M82A1MagazineProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a magazine on the M82 Barrett in the Arsenal Locker or in the cargo. In this case 0.75 is 75%.
M82A1OpticProbabilityPercentage (0.0 to 1.0)
Probability in percent to have an optic on the M82 Barrett in the Arsenal Locker. In this case 0.75 is 75%.
M1ASpawn
M1AProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a M1A spawned on the Dante's Hotspring at each restart. In this case 1.0 is 100%.
M1AMagazineProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a magazine on the M1A. In this case 0.75 is 75%.
M1AOpticProbabilityPercentage (0.0 to 1.0)
Probability in percent to have an ACOG optic on the M1A. In this case 0.75 is 75%.
MilitaryCrate
The content is not editable by the .json. In other hand you can override .c scripts at your own risks
If you don't want this feature, just deactive the "StaticChinook" event in db/events.xml
VectorProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a KrissVector in the crate. In this case 1.0 is 100%.
VectorMagazineProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a magazine on the Kriss Vector in the crate. In this case 0.75 is 75%.
VectorOpticProbabilityPercentage (0.0 to 1.0)
Probability in percent to have an optic on the Kriss Vector in the crate. In this case 0.50 is 50%.
FlashlightProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a flashlight on the Kriss Vector (CRB-E version only) in the crate. In this case 0.25 is 25%.
SuppressorProbabilityPercentage (0.0 to 1.0)
Probability in percent to have a pistol suppressor on the Kriss Vector in the crate. In this case 0.15 is 15%.
KolumbusVM
IPAProbabilityPercentage (0.0 to 1.0)
Probability in percent to have 1 or more IPA Kolumbus in the vending machine. In this case 0.5 is 50%.
IPAMaxQuantity(0 to 5)
The maximal quantity of cans you can have by shaking the vending machine. In this case 5.